path | Path to the target resource to load. |
T The requested asset's Type.
Loads an asset stored at path
in a folder called Resources.
If an asset can be found at path
, it is returned with type T
, otherwise returns null. If the file at path
is of a type that cannot be converted to T
, also returns null.
The path
is relative to any folder named Resources
inside the Assets folder of your project.
More than one Resources folder can be used. For example, a project may have Resources
folders called Assets/Resources
and @@AssetsAssets
Resources@@.
The path does not need to include Assets
and Resources
in the string, for example loading a GameObject at
@@Assetspath
Shotgun.prefab@@ would only require Shotgun as the path
.
Also, if @@Assetspath
Missiles/PlasmaGun.prefab exists it can
be loaded using
Gunspath
PlasmaGun@@ as the path
string.
If you have multiple Resources folders you cannot duplicate the use of
an asset name.
Note: Extensions must be omitted.
Note: All asset names and paths in Unity use forward slashes, paths using backslashes will not work.
// Load assets from the Resources folder. Ignore other named and typed assets. using UnityEngine;
public class ExampleClass : MonoBehaviour { void Start() { //Load a text file (Assets/Resources/Text/textFile01.txt) var textFile = Resources.Load<TextAsset>("Text/textFile01");
//Load text from a JSON file (Assets/Resources/Text/jsonFile01.json) var jsonTextFile = Resources.Load<TextAsset>("Text/jsonFile01"); //Then use JsonUtility.FromJson<T>() to deserialize jsonTextFile into an object
//Load a Texture (Assets/Resources/Textures/texture01.png) var texture = Resources.Load<Texture2D>("Textures/texture01");
//Load a Sprite (Assets/Resources/Sprites/sprite01.png) var sprite = Resources.Load<Sprite>("Sprites/sprite01");
//Load an AudioClip (Assets/Resources/Audio/audioClip01.mp3) var audioClip = Resources.Load<AudioClip>("Audio/audioClip01"); } }
path | Path to the target resource to load. When using an empty string (i.e., ""), the function loads the entire contents of the Resources folder. |
systemTypeInstance | Type filter for objects returned. |
Object The requested asset returned as an Object.
Loads an asset stored at path
in a Resources folder.
Returns the asset at path
if it can be found, otherwise returns null.
If the type
parameter is specified, only objects of this type are returned.
The path
is relative to any Resources folder inside the Assets folder of your project, extensions must be omitted.
Note: All asset names and paths in Unity use forward slashes, paths using backslashes will not work.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { // Assigns a texture named "Assets/Resources/glass" to a Plane. void Start() { GameObject go = GameObject.CreatePrimitive(PrimitiveType.Plane); var rend = go.GetComponent<Renderer>(); rend.material.mainTexture = Resources.Load("glass") as Texture; } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { // Instantiates a Prefab named "enemy" located in any Resources // folder in your project's Assets folder. GameObject instance = Instantiate(Resources.Load("enemy", typeof(GameObject))) as GameObject; } }